This week I've converted lots of smaller systems to the new UI system:
- Radial selection (which you use to select tools and gestures)
- In-game menu
- Console messages (like 'A player has joined the game')
- The player level bar in the main menu
- The customization loading circle animation
- The fps counter
- The mission editor (lots was already converted because it works with the tile system)
These systems could be converted fairly quickly because a lot of elements were drawn using the tile system, which was already converted. Also, a lot of utility functions have been added to make a lot of conversions easier to do.
Vertigo is closing for christmas and new year, so you'll hear from us again after that. Happy holidays to all of you!
Devblog 63
Johann:
Beta update and graphical user interface conversion V4
First of all; this week there was an update of the beta. The update features a new Unity version, which supports the latest oculus runtime (SDK 0.8).
I've been converting some more in-game user interface elements this week. I've managed to convert all of the objective views for all of the objective types. These are the views you get when you're in an objective.
The first type of objective view is the preparation view, which you get when you start an objective. It shows you the name and type of the objective you are starting, and a skippable countdown to make sure all players in the session are ready to start the objective.
The second type is the 'in progress' view. This is the view you open with the F1 key. It shows you your current objective progress and, in multiplayer games, the progress of other players.
The third type is the objective completed view. It is opened when an objective ended and shows you whether you completed it successfully or not.
The last type of objective view is the result view. This is only opened in multiplayer sessions, and is designed to let you wait until all players are ready with the objective. It shows you the objective status of each player.
Richard:
Dynamic Ocean
This week I did some research on dynamic sea and floating objects behavior:
[B]Calm sea:[/B]
[B]Some move waves:[/B]
[B]Stormy ocean...[/B] the boat has some difficulties staying afloat :)
Not sure if i would go diving in this weather ;-)
And oh, devblog 53 can be found here: http://divegame.net/blog_2015_10_02 ;-)
WoD UPDATE v0.16.2 & Friday Devblog 52
Good news! The game update (version 0.16.2) is live and offline play and Steam Cloud are now supported! Players are no longer required to log into the divegame server and can play without an internet connection.
At the same time, players that already have invested time and effort on the website progression will not lose this. All progression, coins and pearls will be converted to your progression saved to the Steam cloud once you start playing the game. There will now also be a difference between Game XP and Website XP. You gain Game XP (which will start at 0 for everyone) by doing dailies and you will gain website XP by completing website missions. The perks, badges, in-game items you unlock and your website level will remain. You can view this in-game through the divegame.net profile menu.
Only for multiplayer play via Steam and your online profile (and perks related to this) will you need an active internet connection. Multiplayer will work as it did before.
The Friday devblog of this week has also been posted. This week we have some new information on the design direction of World of Diving for the near future (keep in mind that this is work in progress, things can and probably will change a bit before we reach the final design)!
Devblog 51
Read all about the latest World of Diving development on the devblog.